Unmatched - Core Rules
Unmatched - Core Rules
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of legends. Each hero has a unique deck
of cards that fits their fighting style.
You can mix and match fighters from
any Unmatched set. But remember,
in the end, there can only be one winner.
SIDEKICKS
primary fighter is called your hero.
Heroes are represented by miniatures
that move around on the battlefield.
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HOW TO PLAY
Players take turns maneuvering their fighters on the battlefield,
playing schemes, and attacking their opponent’s fighters.
To win, you must be the first to defeat your opponent’s hero,
which happens when they are reduced to zero health.
SETUP
1 . Choose a battlefield and place it on the table.
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5. Starting spaces are designated on the battlefield by a
diamond with a number on it. The younger player places
their hero in the 1 space on the battlefield. If they have
sidekicks, place them in separate spaces within the same
zone as their hero. If their hero is in a space that is part of
multiple zones, their sidekicks may be in any of those zones.
(Note: If you cannot place a sidekick because there is no
available space in your zone, you may place that sidekick
in any space.)
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Some boards have the same battlefield on both sides.
On one side, the colored spaces are filled in with different
patterns, which can be especially helpful for players
with vision deficiencies. The other side has empty circles,
where zones are only indicated by the circle’s color.
Both sides play exactly the same.
YOUR TURN
On your turn, you must take 2 actions; you cannot skip an action.
You may choose two different actions or the same action twice.
MANEUVER
SCHEME
ATTACK
You can have more than 7 cards in your hand during your turn.
At the end of your turn, after resolving any other effects, if you have
more than 7 cards in your hand, you must discard down to 7 cards,
placing any discarded cards in your discard pile.
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Then, it is your opponent’s turn.
(attack or defense)
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immediately takes 2 damage for each card you cannot draw.
Your character card lists your move value. During this step,
you may move each of your fighters, one at a time, a number of
spaces equal to or less than your move value. Before moving,
you may choose to BOOST your movement (see next page).
When you move a fighter, each space they move into must
be adjacent to their previous space. You may move a fighter
through spaces occupied by other friendly fighters (i.e., your
own fighters), but they must end their movement in an empty
space, (i.e., a space with no fighters). You may not move a
fighter through spaces occupied by opposing fighters.
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You may move your fighters in the order of your choice, but
must finish each fighter’s movement before starting the next.
You are not required to move all of your fighters the same
distance as each other; you get to choose how far each of your
fighters moves. You are allowed to move a fighter zero spaces.
MOVEMENT EFFECTS
If an effect ever lets you move your opponent’s fighters, you must
respect all of the same movement rules, but from your
opponent’s perspective.
M E D U SA
Certain effects (like Medusa’s Second Shot
card) allow you to boost other things,
such as the value of an attack.
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MEDUSA
| x3
ACTION: SCHEME
When you take the scheme action, choose a scheme card
(indicated by the icon) from your hand. Declare which of your
undefeated fighters is resolving the scheme card and play it
onto the table, face up.
DISCARD PILES
1
Maintain your own discard pile. All action
cards, once played and resolved, should be FIERY EYES TH
AT SEE
and
placed in the discard pile. Keep your discard ponent’s hand
Look at an op . Put that card on
pile face up to differentiate it from your deck. choose a card their deck. You each
the bottom of SUN WUKON |
Both you and your opponent are allowed to
G x2
draw 1 card.
look through your discard pile at any time.
MANEUVER & SCHEME EXAMPLE
Ken is playing King Arthur. Madison
is playing Medusa. It’s Ken's turn, and he
MERLIN
is low on cards and nearly surrounded
by Medusa and her harpies.
|
KING ARTHUR xx1
1
10
KING ARTHUR
3 MEDUSA
MERLIN
KING ARTHUR
2
ACTION: ATTACK
When you take the attack action, declare which of your fighters is
attacking and who the target is. You may not take the attack action
if you do not have an attack card in hand or a valid target to attack.
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anywhere in the same zone as the attacker, regardless of adjacency.
2
VERSATILE CARDS
ANY
|
SINBAD x3
12 COMBAT EFFECTS
Effects that resolve in combat have labels indicating when
they occur: immediately, during combat, or after combat.
Effects can be on played attack and defense cards
or elsewhere, such as a character card.
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never deals combat damage to the attacker, even if their defense
value is greater than the attacker’s attack value.)
AFTER COMBAT: After the result of the combat has been
determined, resolve any card effects that occur after combat.
These effects will often move fighters, draw cards, and so forth.
CLEANUP: Place all played action cards into their discard piles.
ADDITIONAL EFFECTS: Some effects happen “after attacking.”
These are different from after combat effects and occur as the last
step after the attack is fully resolved.
Card effects are mandatory and must be
RESOLVING
EFFECTS
resolved unless they include the word
may. If an effect says that you may do
something, you choose whether or not
to do it when you resolve the effect.
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other effects.
The attacker won the combat if they dealt at least one combat
damage (i.e., damage to the defender from the attack itself,
not from any effects).
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to King Arthur to make a melee
attack. She decides not to move Alice.
Anna attacks King Arthur with the Ken has The Holy Grail
Jabberwock. She can’t play Looking Glass, but wants to save it
SARPEDON
a defense card, or Snicker‑Snack (it’s an for later because of its
Alice-only card, and Alice is not adjacent effect. He plays Skirmish
to King Arthur). She plays Jaws That Bite as his defense card,
as her attack card, face down. face down.
3 4 4
1
2 2
CK
WOCK
ALICE
ANY
KING ARTHUR
BERWO
UR
ALICE
BBER
KING ARTH
E JAB
THJA
4 4 3
2 2
SNI CKER-SNACK JAW S THAT BITE SKIRMIS
GLASS s:
t effectAFT won the CRIF ICETHE HOLY GRAIL H 1
LOOKING BAT: If youER COMBAThan
fferen
2 diCOM
AFTeER torany onent’s : Dea
d l 2 damage NOBLE SA You mayCOMBAT:
this
BOOST AF If mTE Arthur has 4 or
R CO
King
: Choos look at you oppone fighterard. MBAT: AFTER ostco frombat, chMBAT:, set
COMBAT combat, woctok. disc
adjacent to the DURING COhis is in adless to any bobut If u w
oose on yohis
AFTER 2 cards andalcho ose 1 cardJabforber them ditionhealth inisthnot defeated on the
th
draw covers 3 he r space ALICE |
x2
ALICE | xx11
. (T ability.) to 8. to e cox3mbat an e of the fight
attack r’s special health
King Ar thu 2 |
KING ARTspaces.
d move ers
Alice re ice in any othe th
HUR
KING ARTHUR | xx11 em up
place Al ALICE | x2
KING AR
THUR
| x3
Anna and Ken reveal their chosen cards at the same time. There are
no immediately or during combat effects. Jaws That Bite and Skirmish
both have a value of 4, so the attack deals no combat damage.
King Arthur wins the combat (for taking no damage as the defender).
4
4
ANY
OCKK
E JABBBBERERWWOC
VS
THJA
2 SKIRMISH 1
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JAWS THAT BITE AFTER COMBAT:
combat, choose If you won the
: Deal 2 damage
AFTER COMBAT er adjacent to the in the combat anone of the fighters
to an y on e fig ht to 2 spaces. d move them up
Jabberwock. |
ALICE x2 KING ARTHUR
| x3
3
ALICE
2
SARPEDON
FREE-FOR-ALL
You can play Unmatched with three or four players
playing against each other using the following rules:
1 . Choose a battlefield with four or more starting
spaces. (Some battlefields have only two starting
spaces and therefore cannot be used for
free-for-all play.)
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3. When an effect on a combat card refers to
"your opponent", that means the other player
in the combat.
TEAM PLAY
three or four players, using the following rules:
1 . Choose a battlefield with four starting spaces.
(Some battlefields have only two starting spaces
and therefore cannot be used for team play.)
Teammates sit next to each other on the same
side of the battlefield. They may communicate
about their cards and tactics, but each player
controls their own hero and sidekicks. Your
teammate’s fighters are considered friendly
fighters. (For team play with three players, one
player will control both heroes and sidekicks
for one team.)
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First player on Team A places their hero in the space.
First player on Team B places their hero in the space.
Second player on Team A places their hero in the space.
Second player on Team B places their hero in the space.
When placing their hero, each player also places their sidekick
within the same zone, as normal.
CREDITS
Unmatched is produced by Restoration Games. It was restored from Star Wars: Epic Duels,
designed by Craig Van Ness and Rob Daviau and published by Milton Bradley. Zone rules inspired by
the Pathfinding System from Tannhäuser, designed by William Grosselin and Didier Poli
and published by Fantasy Flight Games.
Game Design: Noah Cohen, Rob Daviau, Justin D. Jacobson, and Brian Neff
Graphic Design: Jason Taylor, Lindsay Daviau, Ian Reed, and Jason D. Kingsley
Illustration: Marc Aspinall, Oliver Barrett, Peter Diamond, Zoë Van Dijk, and Andrew Thompson
Board Illustration: Alexander Wells
Project Management: Suzanne Sheldon and Brian Neff
Rules Review: Julia Angotti, Ashleigh Edwards, Chad Edwards, Jason Hager, AlfieAlfie Harris,
Frank Klensch, John Leveille, Zack Lovaas, Jacob Marks, Gary McCarthy, Peter Osterweil, Ethan Ottoy,
Taylor Pochetti, Ben Stapleton, Joshua Tan Jer Yi, Michael Topjian, and Jason
Jason Viddal
Thank you to everyone who helped playtest the game! You’re all wonderful people. We mean it.
©2023 Restoration Games, LLC. The following are trademarks of Restoration Games, LLC:
Restoration Games the Restoration Games logo, Unmatched, the Unmatched logo,
the “In Battle, There Are No Equals” tagline, and all associated trade dress.
Restoration Games, LLC is located at 12717 W SUNRISE BLVD, #244, Sunrise, FL 33323.
www.restorationgames.com
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